15 May 2008

Making Mice of Manly Men

In the realms of high fantasy, in lands of limitless possibility, at a fair and fun game table, how do you make the player feel small, and weak, and utterly doomed?

This is where a DM's artistry and knowledge of the group shines through when it comes to delivery, but there are concepts so elemental that they also deliver themselves. Things that undermine party loyalty, cast doubt on everything that anyone does, and force the party to re-evaluate their values and perceptions. A master of such concepts is H. P. Lovecraft, with such stories as "The Colour Out of Space," "The Shadow Over Innsmouth," and "The Dreams in the Witch-House." (Why not include "Call of Cuthulhu," you ask? I see that story as being more of a monster/horror story than a genuinely disturbing mindfuck. Not that it's a bad story, but it doesn't suit my purposes today.)

One problem with suddenly bringing twisted/dark concepts upon your group is that it feels like a retcon more than a planned plot twist, and this means you have to build up to the twist, dropping clues that someone isn't all right in the head, or someone isn't exactly playing on your side of the court, but not to such a degree that the character can't justify themselves until the right moment. Another way to avoid tipping your hand is to simply make the eventual turncoats unreliable or vulnerable - perfect candidates to be taken in by the evil cult or enthralled by the wicked sorceror.

Now an NPC that the players suspected or tolerated has turned on them. They're preparing to draw the battle lines. The coup de grace: the actions of the PCs has been working towards the goals of the villain(s). The destruction of the evil Elder Brain will allow the Hive Mother to capture more thralls and have uncontested control over the local Underdark. Can they side with the Illithid? Can they survive against the Beholders when they can turn all eyes to the party? If they make any bold declarations of taking on both foes, will formerly passive enemies become aggressive? How much of their success was dependent on this secret conflict? How many more questions will your party bring up?

It can be even more subtle than having unwittingly changed the tides of a secret and beneficial war between evil powers - misinformed PCs might have done the villain's dirtywork, eradicating fellow heroes while believing them to be brigands. Worse yet is making the PCs think they've done foul deeds on behalf of the villain, be it through illusion or more misinformation.

Today I give you the Missing Keep concept, a tricks-and-traps/who-dunnit? dungeon that will have most of the play directed by the players. If you're like me, and usually don't regulate non-combat situations with turns, you might want to do so in the Keep if things go beyond simple conversation.

Setup: Getting Into the Missing Keep
The Missing Keep can be any ruined or incomplete structure near the PCs' location. A magic-user in the employ of the villains (or a villain him/herself) has woven an illusion about the place, making it look complete, inhabited, and menacing. This mage may either invite the party to the keep through a thrall or pique their curiosity by seeding rumors in the town. Perhaps a monster under the mage's control will attack and lure the party to the keep. However you do it, they need to be brought inside.

Missing Keep Interior: The Main Hall
A brief, winding corridor leads to the high, open main hall. Bleeding walls and apparent structural instability should set the tone; if anyone tries to turn back, they'll find the door missing. There is no way to break the walls. (Actually, they can demolish the entire building, but if they see a wall, they will think they've touched a wall, and cannot pass through the illusion. For thematic purposes, it's impossible to disbelieve the illusion. You might want to watch the original Star Trek episode, "The Menagerie.")

Within the hall is an image of the mage, with a cage of four children from the local village. Have him make an impossible demand of the party that would also benefit the villains, in exchange for the children, with the threat that they may answer only once. Upon pleading, refusing or attacking, darkness falls upon the hall, the children scream, and the party splits up.

Missing Keep Interior: Individual Cells
Each character will awaken, separately, to four chained goblin minions (they can be kobolds or gibberlings or whatever small monsters you like, but stick to one type, and make them extremely easy to kill). Breaking free of their bonds, they will attack the character. Once slain, reveal secretly to each player that instead of the corpses of goblins on the ground, they see the corpses of children. ("They" being used for gender neutrality, not plurality. Each player will be secretly told this.) When describing the bodies before the entire group or party, they are called goblin corpses. If they interact with or ask more details about the bodies, they're secretly told that they're child corpses.

The doors to the cells are unlocked by keys in the childrens' pockets. They can return to the main hall, where they find the cage open and the children slain; the cells they came from become empty once they leave. After they've discussed what's happened, the image of the mage will appear before them and declare that one of them is a murderer, and that only their death can help them see the way out of his keep. (Emphasis on see! Heh.) The mage isn't lying - an exit will appear if one of them dies. However, it's unlikely anyone will be willing to volunteer, and the players should be clever enough to learn that they all have basically the same information to act on. While the players deliberate, anyone who stands apart or wanders off should be visited by the voice of the mage, offering help. He'll point out tell-tale signs of gore or distress on one of the other characters. Try to do this in a way that factionalizes the party. If you want to throw something vaguely disturbing at them, have the children come back as zombies, singling someone out, perhaps with non-violent moaning and pointing/groping.

Spoiler! The Good Ending
Death isn't the only way out. Even with the mage playing on the party's doubts and fears, it should be possible to reach the conclusion that they killed illusions, or goblins. If they can all agree and declare that none of them killed the children, the mage's image will bow to them and release them. If the mage didn't considerably delay the party from continuing on the main plot, perhaps he made some useful observations.

Alternative: Pairs
If good secrecy can be maintained, you might want to have characters wake up in pairs in the cells, adding a Clue-like alibi dimension to the Missing Keep. If you have an odd-sized group, putting one of them alone could be amusing. Even with an even-sized group, have two people not in a pair could also lead to interesting debate.

Hopefully this little adventure template will add an enjoyably distressing page to their character's lives, but your delivery is key. You could make it feel like a psychological thriller, a suspenseful drama, or even a a wacky comedy like Murder by Death.

However you do it, have fun.

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